P3D
Arma 3 model import options
Last updated
Arma 3 model import options
Last updated
Every LOD is imported as a separate object in the scene. By default, the proxies are separated from the LOD objects and parented back to them to allow easier manipulation.
Materials are created for every texture-material combination in the P3D.
For more information, see the P3D setup page.
File -> Import -> Arma 3 model (.p3d)
Only import the first LOD datablock found in the P3D.
Validate LOD meshes after import. Invalid data is removed from the objects (duplicate faces, duplicate edges, etc.)
Enclose the imported LODs in a collection named after the file imported.
Group the imported LODs into collections.
Type: group LODs by their logical types
None: do not group LODs
Attempt to reconstruct absolute file paths by prepending the Project Root to the path read from the P3D. The reconstructed path is only used if it points to an existing file in the current file system.
Allow additional data layers to be imported from P3D in additional to pure mesh data.
Custom Normals: split vertex normals
Flags: vertex and face flags
Named Properties: named properties of LODs
Vertex Mass: vertex messes for geometry LODs
Selections: named selections/vertex groups
UV Sets: UV channels
Materials: material and texture data
Preserve: recreate material stack in same order as sections are encountered in the P3D
Merge: merge sections with identical texture-material pair
Translate czech selection names to the english counterparts according to the internal translation table.
Remove selections with no vertices assigned to them.
Some model.cfg
animations may rely on certain empty selections. Use with caution!
The options are only enabled if the Selections, and Allow Additional Data properties are enabled.
Nothing: proxies are not separated from the LOD object (their path data is lost due to Blender UI limitations)
Separate: proxies are separated from, and parented to the LOD objects, their properties are set up
Purge: proxies are separated from the LOD objects and deleted
file is completely read into an internal data structure, and kept in memory for the duration of the process
Blender materials are created for every texture-material combination (if applicable)
LOD objects are created
raw LOD mesh is created from P3D data
LOD properties are set up
vertex split normals are set (if applicable)
TAGGs are processed (where applicable)
sharp edges
UV sets
named selections
vertex masses
named properties
vertex flag groups are added
face flag groups are added
proxies are post-processed (if applicable)